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Made in gb
Discriminating Deathmark Assassin






Considering using Servo Skulls to Alpha Strike with blast heavy Guard army. Any suggestions for tactics for placement of them to avoid them getting removed by enemy if they get first turn?
   
Made in us
Regular Dakkanaut



Parma, OH

Place them 13" from the enemy deployment line, then the foe will at least have to run to make them disappear (assuming they aren't a fast unit)
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

It isn't always easy, but try to anticipate where the opponent will be moving models you want to target with your blast weaponry, and go from there. I think this would typically involve choke points, and mid-field objectives.

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in gb
Discriminating Deathmark Assassin






Good advice guys. Thanks.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Even if they are removed, is it really that bad? Your betting 9 points on an awesome alpha strike. I'd throw that down any day of the week.
   
Made in us
Fixture of Dakka





Steelcity

Yeah you don't need much strategy or tactics to use servo skulls.. Just plop them down next to the opponent and hit them with blast weapons and/or negate scouts. It's only 9 pts.

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
Made in us
Judgemental Grey Knight Justicar






The skulls are indeed cheap, but I use them and I'm fairly careful with my deployment of them. Not because I'm scared to use them, but I've found that people tend to go chasing after them just to be rid of them. I therefore try to either make them difficult to get to, or put them out in the open where a squishy unit who catches it will be caught in the open. Just because they're cheap doesn't mean you can't squeeze as many tactical benefits as possible out of them!


 
   
Made in us
Legendary Master of the Chapter






Probably 6.1 inches away from the enemy DZ if you want to be aggressive. 13 for a more defensive stance.

near an objective is also great.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Executing Exarch





McKenzie, TN

Try to put them 6.1" from the opponent's maximum move if you want the scatter reduction. You can also place them either in terrain to slow the opponent who catches them or out in the open to pound them. If you don't need the anti scout then try placing one the opponent can catch out in the open and another behind it to reduce scatter. It can be devastating if done right.
   
Made in gb
Guard Heavy Weapon Crewman




Liverpool, England

If they have an adl put them 11" away. They have to take a difficult terrain test to get over the adl and need a 6 to remove it. If they dont move you can pie plate them if they do move they are out in the open and might still not get to remove it. I place mine in triangles so that they overlap each other usually 8-9" apart
   
Made in gb
Sneaky Striking Scorpion




South West UK

All this for 9 points for any Imperial army.

*shakes fist in general direction of Nottingham*

What is best in life?
To wound enemy units, see them driven from the table, and hear the lamentations of their player. 
   
Made in us
Regular Dakkanaut




I play Tyranids and, though I've never come across these, when GK came out I wondered if I could drop spore mines on them and pop them before the game starts to sneak in my 'stealers.

Is this legit? Skulls are placed after table sides are picked but before any forces are deployed. Mines deep strike in after deployment sides are picked.
   
Made in us
Judgemental Grey Knight Justicar






The skulls only stop infiltrators and scouts. They don't effect enemy deep striking, so I'd think you'd be fine.


 
   
Made in gb
Chosen Baal Sec Youngblood




Beverley, England

Is there any restrictions on which chapters can use them

For the Emperor and Sanguinus

[URL=http://www.nodiatis.com/personality.htm][/U6RL]
 
   
Made in us
Legendary Master of the Chapter






Beverley B/A wrote:
Is there any restrictions on which chapters can use them


It states Friendlies so anyone that is BBBFFs. (Battle brothers best friends forever)

But i suppose convenience and desperate allies will pop them as well

This message was edited 1 time. Last update was at 2013/12/04 20:54:43


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Regular Dakkanaut




Thatguyoverthere11 wrote:
I play Tyranids and, though I've never come across these, when GK came out I wondered if I could drop spore mines on them and pop them before the game starts to sneak in my 'stealers.

Is this legit? Skulls are placed after table sides are picked but before any forces are deployed. Mines deep strike in after deployment sides are picked.


I guess what I'm trying to say is that I want to deep strike my mines in before deployment to pop a skull and then when it comes time to infiltrate, place my stealers in the vacated 'skull zone' that was originally closed off from infiltrating. Is this a valid tactic and do the rules support this?
   
Made in us
Judgemental Grey Knight Justicar






I don't have my nid book handy. When does your book tell you that mines drop in? If it's before Infiltrators, then I'd say you're good. If after, no.

This message was edited 1 time. Last update was at 2013/12/05 05:35:02



 
   
Made in us
Road-Raging Blood Angel Biker





You have to move within 6" to pop the Servo-skull, and I'm not sure DS'ing counts.

   
Made in gb
Sneaky Striking Scorpion




South West UK

Ricter wrote:
You have to move within 6" to pop the Servo-skull, and I'm not sure DS'ing counts.


I would think only a very petty and legalistic player would attempt to argue that it doesn't. But even if you play such a person, the DS rules say "In the movement phase in which they arrive, deep striking models may not move any further other than to disembark from a deep striking transport". Ergo, even excepting any disembarkation, a DS'ing model has moved. If they have mived, then what they must have done was movement. Ergo, works against Servo Skulls. DS also 'counts has having moved' later on in the same section.

Finally, you shoild whack your opponent in the head with the rulebook for being so against the spirit of the rules to even try this.

What is best in life?
To wound enemy units, see them driven from the table, and hear the lamentations of their player. 
   
Made in us
Regular Dakkanaut




 Homeskillet wrote:
I don't have my nid book handy. When does your book tell you that mines drop in? If it's before Infiltrators, then I'd say you're good. If after, no.


"Spore mines are always deployed in the following manner. After both sides have selected their deployment zone, but before any units are deployed, all of your Spore Mine Clusters must Deep Strike onto the board. If any scatter off the board or into impassable terrain the entire cluster is destroyed as described in the 1-2 result on the Deep Strike Mishap table. After they have landed, the Spore Mines in the cluster are then treated as individual Spore Mines as described in the Living Bomb rule."


And as for order of operations, it goes servo skulls then spore mines. Servo skulls are placed after table sides are chosen but before any forces are deployed. Spore mines are deployed before either side deploys any units.
   
Made in us
Longtime Dakkanaut




Yes, spore mines will pop the servo skulls. Although unless you already play with the spore mines, they are not a very attractive choice, YMMV.
   
Made in us
Regular Dakkanaut




I take them, 30 points to drop in three behind my opponents aegis def line is fun. It really messes with tau players


Automatically Appended Next Post:
Of course, I agree this is only useful if you're taking genestealers. Nothing else scouts or infiltrates in the codex.

This message was edited 1 time. Last update was at 2013/12/05 14:15:57


 
   
Made in us
Road-Raging Blood Angel Biker





knas ser wrote:
Ricter wrote:
You have to move within 6" to pop the Servo-skull, and I'm not sure DS'ing counts.


I would think only a very petty and legalistic player would attempt to argue that it doesn't. But even if you play such a person, the DS rules say "In the movement phase in which they arrive, deep striking models may not move any further other than to disembark from a deep striking transport". Ergo, even excepting any disembarkation, a DS'ing model has moved. If they have mived, then what they must have done was movement. Ergo, works against Servo Skulls. DS also 'counts has having moved' later on in the same section.

Finally, you shoild whack your opponent in the head with the rulebook for being so against the spirit of the rules to even try this.


If you have to resort to childish attacks, your argument probably isn't as strong as you like to think(no matter your assurances that only you know the spirit of the rules). Regardless, my point was that DS rules are very murky and hotly debated, and I believe part of that was whether or not it counted as movement. That's a thread for ymdc, though.

   
Made in us
Judgemental Grey Knight Justicar






Thatguyoverthere11 wrote:
 Homeskillet wrote:
I don't have my nid book handy. When does your book tell you that mines drop in? If it's before Infiltrators, then I'd say you're good. If after, no.


"Spore mines are always deployed in the following manner. After both sides have selected their deployment zone, but before any units are deployed, all of your Spore Mine Clusters must Deep Strike onto the board. If any scatter off the board or into impassable terrain the entire cluster is destroyed as described in the 1-2 result on the Deep Strike Mishap table. After they have landed, the Spore Mines in the cluster are then treated as individual Spore Mines as described in the Living Bomb rule."


And as for order of operations, it goes servo skulls then spore mines. Servo skulls are placed after table sides are chosen but before any forces are deployed. Spore mines are deployed before either side deploys any units.


Definitely sounds to me like the mines would get rid of the servo skulls. At least, if you were playing against me, that's how I'd interpret it.


 
   
Made in gb
Sneaky Striking Scorpion




South West UK

Ricter wrote:
knas ser wrote:
Ricter wrote:
You have to move within 6" to pop the Servo-skull, and I'm not sure DS'ing counts.


I would think only a very petty and legalistic player would attempt to argue that it doesn't. But even if you play such a person, the DS rules say "In the movement phase in which they arrive, deep striking models may not move any further other than to disembark from a deep striking transport". Ergo, even excepting any disembarkation, a DS'ing model has moved. If they have mived, then what they must have done was movement. Ergo, works against Servo Skulls. DS also 'counts has having moved' later on in the same section.

Finally, you shoild whack your opponent in the head with the rulebook for being so against the spirit of the rules to even try this.


If you have to resort to childish attacks, your argument probably isn't as strong as you like to think(no matter your assurances that only you know the spirit of the rules). Regardless, my point was that DS rules are very murky and hotly debated, and I believe part of that was whether or not it counted as movement. That's a thread for ymdc, though.


Okay. Firstly I was saying a hypothetical player who tried to pull this would have to be very petty and legalistic. I didn't realize that you yourself were actually putting forward such an argument. Secondly I didn't make an argument dependent on 'childish attacks' or on my knowing the spirit of the rules better than everyone else - my argument itself was based in the rules and backed up with a couple of very solid quotes typed up from the book.

What is best in life?
To wound enemy units, see them driven from the table, and hear the lamentations of their player. 
   
Made in ie
Regular Dakkanaut




Would servo skulls help with thunderfire cannons? Or would the fact that their allies of convenience mean that the thunderfires would scatter the 2 d6?
   
Made in us
Regular Dakkanaut





The inquisitor and his detachment would be BB with SM. So the Servo-Skulls would work with TFC.
   
Made in us
Judgemental Grey Knight Justicar






I think even if you were using GK servo skulls instead of Inquisition skulls, they should work with the TFC. The codex says "friendly" templates scatter one D6 less, makes no specific mention of Grey Knight templates. I don't recall an FAQ specifying they only work with GK units either.


 
   
Made in ie
Regular Dakkanaut




But Grey Knights are only allies of convenience with normal marines so technically thunderfire cannons wouldn't be friendly.
   
Made in us
Hellish Haemonculus






Boskydell, IL

 Homeskillet wrote:
I think even if you were using GK servo skulls instead of Inquisition skulls, they should work with the TFC. The codex says "friendly" templates scatter one D6 less, makes no specific mention of Grey Knight templates. I don't recall an FAQ specifying they only work with GK units either.


The problem is that NO army is 'friendly' with Grey Knights, since they have no battle brothers. All their allies (save for Inquisition, now) are Allies of Convenience or worse.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
 
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